Adding 3D sound to 3D cinema: new challenges and perspectives
Cedric Andre, Jean-Jacques Embrechts, Jacques G. Verly
Laboratory for Signal and Image Exploitation (INTELSIG), University of Liege
Liege, Belgium
Context
Virtually no research has been performed to date on the production of a 3D soundscape
consistent with the visual content of a 3D-stereoscopic movie. Yet, there are 3D audio
\spatialization" techniques that would allow one to make sound originate from any location
in the 3D space.
Objective
We want to isolate the most important characteristics of 3D cinema related to sound
reproduction.
An average cinema layout
Prime seat Prime seat 66% back Picture 45° Multiple surround loudspeakers
Figure 1: An average cinema layout (after [1]).
Sound volumes and image volumes do not match
Image space
Sound spaces
Figure 2: The sound and image spaces (after [2]).
Visual localization is personalized
Geometry
In 3D stereo cinema, all viewers see the exact same 3D world, but from their own seat. Dierent spectators therefore localize the same object at dierent places in some common coordinate frame [3].
Interocular distance
The distance between the two eyes plays a signicant role in the positioning. Persons of dierent ethnicity, gender, and/or age will see things at dierent locations [3].
B's visual cue A's visual cue
B A
Figure 3: Visual localization for two viewers A and B seated at two dierent locations.
Summary
Matching the volumes in which sound objects and visual objects can appear, together
with personalizing the sound eld in a highly multi-user environment like a cinema, are
the most important aspects of the problem considered here.
A review of 3D audio technology
We have reviewed the following 3D audio reproduction techniques:
Vector Base Amplitude Panning (VBAP),
Binaural techniques, Transaural techniques,
Wave Field Synthesis (WFS), Ambisonics.
Among these, only binaural techniques through headphones oer the technical possibility to tackle all the challenges of 3D-stereo movies. This conclusion is not surprising, considering that binaural reproduction is the audio equivalent of 3D stereo for video.
Principles of binaural techniques
(R0; 0; 0) HRTF R HRTF L (a) HRTF measurement. (RS; S; S) Virtual source position HRTFR HRTFL Monaural recording (b) Binaural synthesis.
Figure 4: A rst method for binaural reproduction.
(a) Binaural recording (from [4]).
(RS; S; S) Binaural recording
(b) Binaural reproduction.
Figure 5: A second method for binaural reproduction.
Head-tracking and the Fourier-Bessel formalism
Head tracking should be provided to ensure that the sound eld remains xed with respect to the room and not with respect to the listener. The associated real-time processing highly increases the required computing power. One way to reduce this power is to use the Fourier-Bessel formalism [5]. The Fourier-Bessel series expansion is the expression of a 3D sound eld in spherical coordinates. In this formalism, a rotation of the soundscape is achieved by a simple linear combination of the original signal components.
Free listening-point audio
Although free-viewpoint TV (FTV) [6] is often viewed on 2D devices, it can also be used with 3D perception. The question will then arise of devising techniques for best combining 3D FTV with its audio equivalent, which is called \free listening-point audio" [6]. The perceived sound must change according to the change in viewing angle selected by the user.
Summary
For the 3D cinema application, we advocate a 3D audio reproduction based on binaural
techniques and the Fourier-Bessel formalism.
Perspectives
We are currently planning experiments to evaluate the audience localization performance in the case of joint 3D-stereo video and binaural audio reproduction. We will also examine the possibility of using a hybrid solution consisting of a combination of an augmented-reality audio system, such as the one in [7], and of loudspeakers rendering low frequencies.
References
[1] I. Allen, \Matching the sound to the picture," in AES 9th International Conference: Television Sound Today and Tomorrow,
Feb. 1991.
[2] B. Mendiburu, 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Focal Press, Apr. 2009.
[3] L. Verduci, \3D audio and 3D images for 3D movie theater," in 3D Stereo MEDIA conference, Liege, Belgium, Dec. 2009. [4] G. F. Maxwell. [Online]. Available: http://en.wikipedia.org/wiki/File:Dummyhead.jpg
[5] A. Laborie, R. Bruno, and S. Montoya, \A new comprehensive approach of surround sound recording," in AES 114th Convention, Amsterdam, The Netherlands, Mar. 2003.
[6] M. Tanimoto, \FTV (Free-Viewpoint TV)," in Intelligent Multimedia Communication: Techniques and Applications, ser. Studies in Computational Intelligence, 2010, vol. 280, pp. 341{365.
[7] A. Martin, C. Jin, and A. van Schaik, \Psychoacoustic evaluation of systems for delivering spatialized augmented-reality audio," Journal of the Audio Engineering Society, vol. 57, no. 12, pp. 1016{1027, Dec. 2009.
Monteore Institute, University of Liege, Email: C.Andre@ulg.ac.be
Sart-Tilman, Bldg. B28, Parking P32 WWW: http://intelsig.montefiore.ulg.ac.be/